Increase texture limit and use numbers and/or letters to accomodate

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Tubers
Posts: 10

Increase texture limit and use numbers and/or letters to accomodate

Unread post by Tubers » Tue Aug 24, 2021 4:22 pm

The GZDoom (even the original IDTech) engine does not specify how many textures a map can load, even it can use a custom name (seems unlimited). Meanwhile RVGL is limited to around 64 textures. Can it be expanded to around 128/256? For most of us we seem to have a minimum of 1GB VRAM with our GPUs.

Also would it be trouble some to have the end of the names of the files as numbers for future trackmaking?
(trackname0.bmp, trackname1.bmp, trackname2.bmp, ..., trackname255.bmp)

OR

(0.bmp, 1.bmp, 2.bmp, ..., 255.bmp)
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Tubers
Posts: 10

Re: Increase texture limit and use numbers and/or letters to accomodate

Unread post by Tubers » Thu Nov 25, 2021 10:30 am

Bumped because I made changes to the suggestion
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Adamodell
Posts: 15
From: USA

Re: Increase texture limit and use numbers and/or letters to accomodate

Unread post by Adamodell » Tue Jan 17, 2023 9:15 pm

Tubers wrote: Tue Aug 24, 2021 4:22 pm The GZDoom (even the original IDTech) engine does not specify how many textures a map can load, even it can use a custom name (seems unlimited). Meanwhile RVGL is limited to around 64 textures. Can it be expanded to around 128/256? For most of us we seem to have a minimum of 1GB VRAM with our GPUs.

Also would it be trouble some to have the end of the names of the files as numbers for future trackmaking?
(trackname0.bmp, trackname1.bmp, trackname2.bmp, ..., trackname255.bmp)

OR

(0.bmp, 1.bmp, 2.bmp, ..., 255.bmp)
Multi-map would also be good for cars, as some games have cars separated to multiple textures (Sports Car GT/4x4 Evo) which require remapping to get around.
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